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Author Topic: Should I start Masterwork?  (Read 1774 times)

Zemouregal

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Should I start Masterwork?
« on: January 30, 2015, 05:28:22 pm »

Hi, I've gotten bored of vanilla DF and Im pondering if I should go on to Masterwork. Problem is that I'm intimidated by the amount of new content! I haven't even reached the HFS or gotten some adamantine! What should I do?
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GhostDwemer

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Re: Should I start Masterwork?
« Reply #1 on: January 30, 2015, 06:53:51 pm »

I find Masterwork to be really enjoyable. Much more late-game content, a lot more things to build to keep you busy, and more enemies. Give it a try!
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Zemouregal

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Re: Should I start Masterwork?
« Reply #2 on: January 30, 2015, 07:03:27 pm »

Its intimidating though, the new content. Especially the amount of new races and workshops and systems to use too.
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Zemouregal

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Re: Should I start Masterwork?
« Reply #3 on: January 30, 2015, 08:26:33 pm »

Maybe you could give me basic rundown of things?
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GhostDwemer

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Re: Should I start Masterwork?
« Reply #4 on: January 30, 2015, 11:04:59 pm »

Sure. The first big difference is guilds. Dwarves have different guilds, and members of those guilds learn certain skills twice as fast. You starting seven might start out as guild members, so it pays to do the "prepare carefully" option at the beginning. If, for example, you get a mason's guild dwarf, give him masonry skills. Later on, you can build a guild hall, and have dwarves join and leave guilds. There is also a garrison, which is like the guild hall, but for military guilds: guards (good on defense) legionnaires (melee) marksmen (shooty things) and wrestlers (speed). Military, guilds, sorcerers, and priests are mutually exclusive, a dwarf can only be a member of one.

By default, dwarves gain skills more slowly than in vanilla DF, although like most things, you can turn harder skills on or off. Also, farming is harder. All underground crops can grow at any season, but they take a year to grow. Aboveground crops grow quickly, but are seasonal, so only plant in the spring and summer. You will have access to above ground crop seeds at embark. Use them, they will tide you over until the underground crops come in. It may pay to choose two skilled farmers at embark.

Pets are different, you won't have access to dogs and cats at embark, but a host of more dwarfy, cavern type animals. I like to use leatherwing bats (you can shear them for endless leather, and they hunt vermin) moleweasels (they are super fast, and hunt vermin) and cragtooth boars (shear for ivory, and they are war trainable) and dewbeetles (milk them for beetle dew, brew it into beetle mead.)

Important new buildings: the wood splitting block, built from any block, lets you smooth logs and cut them into 4 planks. The researcher's study lets you research more advanced workshops. The brewery is an improved distillery.  Querns and powered millstones now serve different functions, querns mill plants, millstones crush harder things like bone into bonemeal (a flux!) and rock into sand. The screwpress presses oil from leaves, and more. Specialized workshops like the stonecrafters and woodcrafters work with blocks and planks instead of stone and logs, letting you make more with less. The sawmill takes a sawblade to build, and functions as an improved wood splitter. It also lets you cut farmed trees (trees grown in regular farm plots) and get the seeds from them.  The crucible lets you make steel and bronze more efficiently, among other things. The scriptorium lets you copy research you have done, to make more than one of any advanced building. But more importantly, it lets you write books. Ten books make a library section, which can raise certain skills up to level four or five.

Magic is a nice addition, you can make a school of wizardry and turn dwarves into arcane dwarves. Research more advanced magic at the school to create elemental wizards of earth, fire, air and water, as well as white and black wizards of three different types.

Priests can pray to Armok to receive goods, useful for getting items for that moody dwarf. Their main use is in ferreting out the secret bad dwarves, though. You might run into dwarven spies, secret necromancers, demon worshippers, or even the Carp Cult!

I'm probably forgetting a lot, so read the manual, it's actually fairly thorough, though maybe a little out of date. If you have further questions, ask on the Masterwork board.
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Rafe

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Re: Should I start Masterwork?
« Reply #5 on: January 31, 2015, 01:34:24 pm »


Pets are different, you won't have access to dogs and cats at embark, but a host of more dwarfy, cavern type animals. I like to use leatherwing bats (you can shear them for endless leather, and they hunt vermin)

Wait a minute, there is only one reported case on earth i know of where a human grew back their skin http://www.telegraph.co.uk/news/worldnews/europe/sweden/6974596/Swedish-girl-grows-back-face-after-reaction-to-Paracetamol.html and still it's questionable how journalists with no medical background interpreted the information Dr's gave.

Did you mean butcher? I think you meant butcher otherwise burn victims everywhere will see a light at the end fo the tunnel for regenerative medicine.
Important new buildings: the wood splitting block, built from any block, lets you smooth logs and cut them into 4 planks. The researcher's study lets you research more advanced workshops. The brewery is an improved distillery.  Querns and powered millstones now serve different functions, querns mill plants, millstones crush harder things like bone into bonemeal (a flux!) and rock into sand. The screwpress presses oil from leaves, and more. Specialized workshops like the stonecrafters and woodcrafters work with blocks and planks instead of stone and logs, letting you make more with less. The sawmill takes a sawblade to build, and functions as an improved wood splitter. It also lets you cut farmed trees (trees grown in regular farm plots) and get the seeds from them.  The crucible lets you make steel and bronze more efficiently, among other things.

I have to admit some of this sounds really interesting as I always felt workshops were lacking in the game and the idea that grinding systems have more overlapping function and that wood can generate more efficient output as you tech up sounds cool.
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GhostDwemer

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Re: Should I start Masterwork?
« Reply #6 on: January 31, 2015, 02:23:49 pm »

No, I did not mean butcher. It's the leathery wings, which just keep growing. Extra leather (not a lot of it) is trimmed off the wings. Admittedly, it sounds a bit odd, but it is part of the mod. Just picture them saying "Eh, it's a living." as their wings are trimmed. Almost any material can be sustainably harvested in some way now. Drakes can be sheared for scales, which grow back. Trees can be grown in farm plots. Tuskoxen and Cragtooth boars can be "sheared" for ivory. Bouldercrabs lay rock eggs. Genies lay all sorts of weird "eggs" like gems and such. Ironbark and steeloak trees can be processed into their respective bars. Many more types of insects live in hives, yielding anything from dyes to silk to poisons. Anything that can't be grown can be traded for through the various trade buildings, or prayed for at the temples.

It is much, much more feasible to embark on a resource poor site in Masterwork.
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Rafe

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Re: Should I start Masterwork?
« Reply #7 on: January 31, 2015, 08:24:00 pm »

Sounds imba as hell. Some of the things like planks from a saw mill sound interesting to give you more incentive to use wood for late game constructs but overlapping functionality and give you more pathways to get the same things makes other things irrelevant. Getting rocks from cave crab excretion seems way outta whack.
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Zemouregal

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Re: Should I start Masterwork?
« Reply #8 on: January 31, 2015, 10:04:07 pm »

All learning these new stuff is very complex to me. Schools? Portals? Transmutation?
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Arcvasti

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Re: Should I start Masterwork?
« Reply #9 on: February 01, 2015, 12:31:46 am »

Masterwork... Masterwork is interesting. I personally find it fun, although usually not playing as Dwarves. I'd advise you to check the modding board[<-Or my signature link] for other mods, just on general principle. There's a lot of cool stuff out there. Masterwork is really really bloated, because its actually a mashup of 4-5 separate modders[Meph,Boltgun,Smakemupagus,IndigoFenix and whoever does Wasp mode] using the same framework, which is already relatively unstable. Weird shit can go down with a lot of frequency[Titans made of materials that evaporate, caravans randomly combusting because they brought barrels filled with fireball, invaders coming dressed in completely useless metals like lead or gold] and Masterwork is unquestionably a game. Dwarf Fortress generates a world, lets you look at the story and lets you wander around in it and do neat stuff. You could call it a simulation. Masterwork, because of some of the quirks of how modding works, guts a lot of that stuff in the interest of Fort Mode gameplay. You won't be able to play Adventure Mode properly in Masterwork. Masterwork is quite fun and a lot of the problems I mentioned above will likely be worked out when its ported/reworked to 40.xx in the somewhat distant future. You might also consider doing some other gimmick in valnilla. Embarking on terrifying biomes and/or glaciers are usually quite fun. Do you know how to use minecarts? Automate complex machines with gear assemblies and pressure plates? It could be worth it to try doing one of those[Or something else] rather then switching to a mod.
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Cryxis, Prince of Doom

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Re: Should I start Masterwork?
« Reply #10 on: February 01, 2015, 12:36:57 am »

I always wondered what masterwork was
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Putnam

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Re: Should I start Masterwork?
« Reply #11 on: February 01, 2015, 12:37:39 am »

play other mods first here's a few good ones, every single one of which is updated closer to the latest DF version than Masterwork

All Races Playable
Dark Ages
Draconic Civilization
Forgotten Realms mod (based on an existing IP, but it's very much a fantasy IP)
Direforged mod
Rise of the Mushroom Kingdom (I figure mario's popular enough that it's worth linking here)